Contents

When Isis was born, she was a Goddess. When she was married, she became a Queen. But a legendary journey to resurrect her murdered husband would make her a savior.

From the God of Earth and Goddess of Sky, Isis was born, and she was a Goddess in her own right, loved by wealthy and poor alike, champion to sinners and slaves, artisans and aristocrats. She commanded the force of magic, for she knew the True Names of many things. For in the True Names lie true power.

Isis and her husband Osiris ruled Egypt, symbols of order and justice, and led their kingdom to true prosperity. But Osiris had a brother, Set, who harbored jealousy and malice, and sought to usurp his throne. For him, murder alone was not enough. Set hacked Osiris to pieces and cast them across Egypt.

Fleeing Set’s wrath, Isis traveled the land in secret, gathering the remains of her husband. Meanwhile, Set’s rule plunged the land into chaos incarnate, and all seemed truly lost. Unable to locate a final piece, Isis could wait no longer and summoned the potent powers of her magic to reassemble her husband and give him new life. That night, their love became a child, Horus, who would avenge his father and cast evil Set out of Egypt.

Her bravery, tenacity, her skill and love drove Isis to save Egypt and become the mother of all Pharaohs. Long has she prayed that chaos would never again rise to threaten the rule of order and prosperity, but peaceful days are at an end. This time, it may not be her husband torn asunder, but all the world, and even the Goddess of Magic may not have the power to reassemble it from oblivion.

Isis shares additional HP5 and MP5 with nearby allies. For every player death she witnesses, her aura gains an additional Stack (max. 10). Upon reaching 10 Stacks, Isis gains an additional 10% Cooldown Reduction. Additionally, Isis' final Basic Attack in her progression have a wider radius (+2).

Notes: Provides +20 HP5 and MP5 at max stacks.

HP5: 2 HP5 per stack

MP5: 2 MP5 per stack

Ability Type: Aura

Witness Radius: 80

Aura Radius: 30

Ability Video

1st Ability - Wing Gust

Isis flaps her wings, gaining increased movement speed with no backpedal penalty, and sending forth 4 wing gusts in a line, each dealing Magical Damage to all targets in their path. Isis is immune to Root and Knockback effects while casting.

Notes: Can deal up to 140/220/300/380/460 (+160% of your magical power) damage.

Damage: 35/55/75/95/115 (+40% of your magical power)

Gusts Spawned: 4

Movement Speed: 25%

Firing Duration: 3s

Ability Type: Line

Cooldown: 10 seconds

Cost: 80/85/90/95/100 mana

Ability Video

2nd Ability - Spirit Ball

Isis sends forth a ball of spirit energy. As the ball travels, it gains in power up to 1.5x at max. range. At any time, Isis can activate the ability to detonate the ball, dealing Magical Damage and Stunning enemies within 10 units, scaling in duration up to 1.5s at max range.

Notes: Can deal up to 105/165/225/285/345 (+105% of your magical power) damage.

Damage: 70/110/150/190/230 (+70% of your magical power)

Stun: 1s

Ability Type: Projectile

Radius: 10

Cooldown: 10 seconds

Cost: 70/75/80/85/90 mana

Ability Video

3rd Ability - Dispel Magic

Isis Silences enemies at her target location. Enemies hit also lose a portion of their Magical Protections and are Slowed for a duration. Allies affected by Isis' Funeral Rites aura gain Magical Protection during this time.

Notes:

Slow: 20%

Magical Protection / Debuff: 10/15/20/25/30%

Debuff Duration: 1.5/1.75/2/2.25/2.5s

Silence: 1/1.25/1.5/1.75/2s

Ability Type: Ground Target

Radius: 15

Cooldown: 16 seconds

Cost: 60/65/70/75/80 mana

Ability Video

Ultimate - Circle of Protection

Isis plants her staff at her target location for 5s. Allies within its radius take less damage. Any damage dealt within the radius charges up the staff. If Isis activates the staff again, it explodes, dealing damage to enemies inside and healing allies.

Notes: Can be detonated while channeling Wing Gust and will automatically detonate on death.

You gain +3 Magical Protection and +3 Physical Protection for each god kill or assist. At 7 stacks this item Evolves, providing a Health shield that gains stacks every 2s. Shield only stacks if you have not taken or d ealt damage in the last 5s. Each stack provides 10% of 100 Health +5 Per Level.

This consumable increases your Magical Power by 60 and Cooldown Reduction by 10% for 5 minutes or until you are killed. Also, damaging enemy gods with an ability returns 3% of your maximum Mana. This effect can occur once for each god hit with the ability.

This is a ward that allows you to see enemy movements and other wards within 45 units. It does respect line of sight and can't see through walls or stealth. It remains for 3 minutes or until killed. Can only carry one at a time.

Your Magic Damage ignores 15% of the target's Magic Protection. If the target has over 40 Magical Protections, this effect scales up to ignore a larger percentage of their protections. This caps at 45% Magical Penetration at 200 or more Magical Protection.

You gain +3 Magical Protection and +3 Physical Protection for each god kill or assist. At 7 stacks this item Evolves, providing a Health shield that gains stacks every 2s. Shield only stacks if you have not taken or d ealt damage in the last 5s. Each stack provides 10% of 100 Health +5 Per Level.

This consumable increases your Magical Power by 60 and Cooldown Reduction by 10% for 5 minutes or until you are killed. Also, damaging enemy gods with an ability returns 3% of your maximum Mana. This effect can occur once for each god hit with the ability.

Tools

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